Talk:More Useful Intelligence (5e Variant Rule)

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Actually, wizards have skill proficiencies. --WeirdoWhoever (talk) 03:14, 24 August 2017 (MDT)

I believe that Guy reduced the base number of skills to zero, as a wizard is expected to have a high Intelligence anyway: with a modest starting Int of 15, a wizard would start with three proficiencies.
When a wizard caps their Intelligence, they have five skills. Even with the starting penalty, this makes them the "expert" of the party instead of the rogue or bard.
The other thing is, several classes already have Int builds: A fighter/eldritch knight and a rogue/arcane trickster. But they don't have the penalty that wizards have. So that arcane trickster, who was going to cap their Int anyway, now ends up with an astonishing eight skill proficiencies! Marasmusine (talk) 03:51, 24 August 2017 (MDT)
Marasmusine is right.
This variant rule wasn't built with those archetypes in mind, but with the revised table it should be more appropriate for them. - Guy (talk) 04:08, 24 August 2017 (MDT)
Amusingly, my dumb wizard build would start with no skills :) Marasmusine (talk) 04:23, 24 August 2017 (MDT)

Another way to encourage Intelligence is to have it effect how downtime activities work. In particular Training, which is how you can gain new skills. Examples:

  • Crafting. Adjust the daily progress by your Intelligence modifier. For example, if your Intelligence is 8 (-1), your crafting progress is 4-gp per day. If your Intelligence is 15 (+2), your crafting progress is 7-gp per day.
  • Training. Training time is reduced by 25 days times your Intelligence modifier. For example, if your Intelligence is 8 (-1), training time is 275 days. If your Intelligence is 15 (+2), your training time is 200 days.
  • Carousing. Add your Intelligence modifier to the "carousing" d100 roll.
  • Crafting a Magic Item. Adjust the daily progress by your Intelligence modifier.
  • Gaining Renown. Add your Intelligence modifier to the number of days it takes to increase your renown.
  • Running a Business. Add your Intelligence modifier to the "running a business" d100 roll.
  • Selling a Magic Item. Add your Intelligence modifier to the "selling a magic item" d100 roll.
  • Sowing Rumors. Reduce the number of days it takes to sow rumors by your Intelligence modifier. Marasmusine (talk) 04:20, 24 August 2017 (MDT)
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